Insight
Adventurer
Skills
Most of the True20 skills are unchanged in this conversion. A few, most notably Craft and Knowledge, have new subsets. In addition, the skills Computers, Drive, and Pilot are now usable untrained. This reflects the general technical knowledge of the Star Wars universe.
Computers
This skill is usable untrained. Important to note is that there is no ‘internet’ in the Star Wars universe. The closest thing to it, the HoloNet, is under Imperial control and is very difficult to hack (raise the DC by 10). The HoloNet is used mainly to convey holographic messages, and is not used to store files.
In all cases, assume that the term ‘system’ refers to a local database or file system. Imperial-grade systems are always tougher to hack than standard personal or commercial systems (increase the DC by at least 5). Droids are considered programs or systems for the purposes of this skill. Altering a Droid’s programming is a base DC of 30, modified by familiarity with the individual Droid in question.
Craft
Several new subsets of the Craft skill are now available. Because there are a number of categories, assume that anything not covered under a specific Craft subtype (for example, Droid) is covered by a more general Craft subtype (for example, Electronics).
Craft – Armor
This Craft skill involves various types of personal armor. This does not include vehicular or starship armor.
Craft – Cyberware
This craft skill involves cybernetic implants. Most characters with this Craft subskill also have Knowledge (life sciences) to reflect medical training. See the Medicine skill below for information on implanting cyberware.
Craft – Droid
This craft skill involves Droids and other robotic beings. The Computers skill is used to modify or create programs; this skill is used to create the mechanical and electronic body.
Craft – Electronics
This Craft skill involves electronic gear. This skill affects any electronic item not covered under another applicable Craft subtype.
Craft – Mechanical
This Craft skill involves mechanical items. This spans a wide range of devices, such as industrial equipment, tools, personal gear, and building implements. This skill affects any mechanical item not covered under another applicable Craft subtype.
Craft – Starships
This Craft skill involves starships of all sizes. This skill includes all facets of starship construction and modification, including armor, shields, and weapons.
Craft – Vehicles
This Craft skill involves atmospheric vehicles (air, land, or water). This skill includes all facets of vehicle construction and modification, including armor and weapons.
Craft – Weapons
This Craft skill involves portable personal weapons, including all melee and ranged weapons. Exotic weapons including Lightsabers are made or modified with this skill.
Other Craft subtypes may be made available.
Drive
This skill is usable untrained. Using this skill, a character may operate any two-dimensional vehicle: a ground vehicle, a hover, or a sea vehicle that operates in two dimensions (a boat, for example). See the post on Vehicle Combat (coming soon!) for more information on the Drive skill.
Knowledge
A number of new Knowledge skill subtypes are available.
Knowledge – Alien Species
This Knowledge skill involves the various species found throughout the galaxy, including both intelligent, humanoid species, and lesser beings.
Knowledge – Force Traditions
This Knowledge skill involves the number of non-Jedi, non-Sith Force-using traditions throughout the galaxy, such as Dark Side Prophets, Ewok Shamans, the Witches of Dathomir, and Sorcerers of Tund.
Knowledge – Jedi Lore
This Knowledge skill involves the traditions of the Jedi order. Though the Jedi have all but been wiped out during the Rebellion era, their tales yet exist, and their legend grows as the years pass.
Knowledge – Known Space
This Knowledge skill involves a general knowledge of all of charted space. Characters can choose to specialize in a particular sector or system (such as the Core Worlds, or Hutt Space). This gives the character better knowledge of the specialized area, but less knowledge about other parts of the galaxy.
Knowledge – Sith Lore
This Knowledge skill involves the Sith traditions, both modern and ancient, as well as Sith Alchemy. Knowledge of the Sith is very uncommon during the Rebellion era, and characters may not begin play with this skill (though it can be acquired later).
Knowledge - Technology
This Knowledge skill involves a general knowledge of all technology. This skill differs from Disable Device or the various Craft skills in that it provides the character knowledge of (but not necessary the ability to use) different technological items. This skill may provide bonuses to certain skill checks.
Knowledge – The Empire
This Knowledge skill involves the Galactic Empire, its holdings, and its major personalities. A character with this skill recognizes and can identify Imperial laws, uniforms, and general practices.
Knowledge – The Rebellion
This Knowledge skill involves the Rebel Alliance, its ideals, and major personalities. Since the members of the Alliance are secretive, DCs for these Knowledge checks are considerably higher than for many standard Knowledge skills.
Other Knowledge subtypes may be made available.
Language
Following is a list of languages available in the Star Wars universe. Of these, the Ewokese and Sith languages are unavailable to starting characters.
Basic, Bothese, Cerean, Dosh, Dug, Durese, Ewokese, Gamorrean, Gungan, Huttese, Ithorese, Jawa Trade Language, Kel Dor, Mon Calamarian, Neimoidian, Quarranese, Rodese, Ryl, Sith, Sullustese, Zabrak.
Medicine
Medical care in the Star Wars universe involves technologies that are fairly commonplace, with the exception of the occasional bacta tank. Most people have access to medkits and the like. Below is an additional use of the Medicine skill related to cyberware.
Implant Cyberware: Implanting cyberware is a difficult (DC 30) Medicine check that takes at least an hour to perform. Possessing the Craft (cyberware) skill adds a +5 bonus to Medicine checks to install cyberware. Failing the Medicine check by more than 15 causes damage to the part (it cannot be implanted and cannot be used again), and failing by more than 20 causes lethal Damage 5 to the patient as well (both penalties apply). This is resolved as would be a standard lethal attack.
Pilot
This skill is usable untrained. Using this skill, a character may operate any three-dimensional, atmospheric or space vehicle: a starship, a jet, or a sea vehicle that operates in three dimensions (a submarine, for example). See the post on Vehicle Combat (coming soon!) for more information on the Pilot skill.
Most of the True20 skills are unchanged in this conversion. A few, most notably Craft and Knowledge, have new subsets. In addition, the skills Computers, Drive, and Pilot are now usable untrained. This reflects the general technical knowledge of the Star Wars universe.
Computers
This skill is usable untrained. Important to note is that there is no ‘internet’ in the Star Wars universe. The closest thing to it, the HoloNet, is under Imperial control and is very difficult to hack (raise the DC by 10). The HoloNet is used mainly to convey holographic messages, and is not used to store files.
In all cases, assume that the term ‘system’ refers to a local database or file system. Imperial-grade systems are always tougher to hack than standard personal or commercial systems (increase the DC by at least 5). Droids are considered programs or systems for the purposes of this skill. Altering a Droid’s programming is a base DC of 30, modified by familiarity with the individual Droid in question.
Craft
Several new subsets of the Craft skill are now available. Because there are a number of categories, assume that anything not covered under a specific Craft subtype (for example, Droid) is covered by a more general Craft subtype (for example, Electronics).
Craft – Armor
This Craft skill involves various types of personal armor. This does not include vehicular or starship armor.
Craft – Cyberware
This craft skill involves cybernetic implants. Most characters with this Craft subskill also have Knowledge (life sciences) to reflect medical training. See the Medicine skill below for information on implanting cyberware.
Craft – Droid
This craft skill involves Droids and other robotic beings. The Computers skill is used to modify or create programs; this skill is used to create the mechanical and electronic body.
Craft – Electronics
This Craft skill involves electronic gear. This skill affects any electronic item not covered under another applicable Craft subtype.
Craft – Mechanical
This Craft skill involves mechanical items. This spans a wide range of devices, such as industrial equipment, tools, personal gear, and building implements. This skill affects any mechanical item not covered under another applicable Craft subtype.
Craft – Starships
This Craft skill involves starships of all sizes. This skill includes all facets of starship construction and modification, including armor, shields, and weapons.
Craft – Vehicles
This Craft skill involves atmospheric vehicles (air, land, or water). This skill includes all facets of vehicle construction and modification, including armor and weapons.
Craft – Weapons
This Craft skill involves portable personal weapons, including all melee and ranged weapons. Exotic weapons including Lightsabers are made or modified with this skill.
Other Craft subtypes may be made available.
Drive
This skill is usable untrained. Using this skill, a character may operate any two-dimensional vehicle: a ground vehicle, a hover, or a sea vehicle that operates in two dimensions (a boat, for example). See the post on Vehicle Combat (coming soon!) for more information on the Drive skill.
Knowledge
A number of new Knowledge skill subtypes are available.
Knowledge – Alien Species
This Knowledge skill involves the various species found throughout the galaxy, including both intelligent, humanoid species, and lesser beings.
Knowledge – Force Traditions
This Knowledge skill involves the number of non-Jedi, non-Sith Force-using traditions throughout the galaxy, such as Dark Side Prophets, Ewok Shamans, the Witches of Dathomir, and Sorcerers of Tund.
Knowledge – Jedi Lore
This Knowledge skill involves the traditions of the Jedi order. Though the Jedi have all but been wiped out during the Rebellion era, their tales yet exist, and their legend grows as the years pass.
Knowledge – Known Space
This Knowledge skill involves a general knowledge of all of charted space. Characters can choose to specialize in a particular sector or system (such as the Core Worlds, or Hutt Space). This gives the character better knowledge of the specialized area, but less knowledge about other parts of the galaxy.
Knowledge – Sith Lore
This Knowledge skill involves the Sith traditions, both modern and ancient, as well as Sith Alchemy. Knowledge of the Sith is very uncommon during the Rebellion era, and characters may not begin play with this skill (though it can be acquired later).
Knowledge - Technology
This Knowledge skill involves a general knowledge of all technology. This skill differs from Disable Device or the various Craft skills in that it provides the character knowledge of (but not necessary the ability to use) different technological items. This skill may provide bonuses to certain skill checks.
Knowledge – The Empire
This Knowledge skill involves the Galactic Empire, its holdings, and its major personalities. A character with this skill recognizes and can identify Imperial laws, uniforms, and general practices.
Knowledge – The Rebellion
This Knowledge skill involves the Rebel Alliance, its ideals, and major personalities. Since the members of the Alliance are secretive, DCs for these Knowledge checks are considerably higher than for many standard Knowledge skills.
Other Knowledge subtypes may be made available.
Language
Following is a list of languages available in the Star Wars universe. Of these, the Ewokese and Sith languages are unavailable to starting characters.
Basic, Bothese, Cerean, Dosh, Dug, Durese, Ewokese, Gamorrean, Gungan, Huttese, Ithorese, Jawa Trade Language, Kel Dor, Mon Calamarian, Neimoidian, Quarranese, Rodese, Ryl, Sith, Sullustese, Zabrak.
Medicine
Medical care in the Star Wars universe involves technologies that are fairly commonplace, with the exception of the occasional bacta tank. Most people have access to medkits and the like. Below is an additional use of the Medicine skill related to cyberware.
Implant Cyberware: Implanting cyberware is a difficult (DC 30) Medicine check that takes at least an hour to perform. Possessing the Craft (cyberware) skill adds a +5 bonus to Medicine checks to install cyberware. Failing the Medicine check by more than 15 causes damage to the part (it cannot be implanted and cannot be used again), and failing by more than 20 causes lethal Damage 5 to the patient as well (both penalties apply). This is resolved as would be a standard lethal attack.
Pilot
This skill is usable untrained. Using this skill, a character may operate any three-dimensional, atmospheric or space vehicle: a starship, a jet, or a sea vehicle that operates in three dimensions (a submarine, for example). See the post on Vehicle Combat (coming soon!) for more information on the Pilot skill.